Fixing Scenarios
Posted: Fri Mar 10, 2023 3:27 pm
Hello,
Just some straight-forward proposals to improve scenarios. Please read until the end, because the proposals should be understood in relation to each other.
1. Make it possible to queue for scenarios with the maximum numbers of players allowed in the scenario.
If a scenario holds a maximum of 12 players, make it possible to queue with a 12-man warband.
There's nothing more frustrating and demotivating than putting in the effort of getting a 6-man together, only to be greeted by double premades while the other group on your side is comprised of only pugs without healers. It's an instant loss. It's not fun. It's a waste of time.
I know some devs mistakenly believe that people don't group up out of laziness. No, this ^ is the reason. It simply doesn't pay off.
Letting players queue with more than a 6-man would open up new avenues of play like 12v12. Relatively accessible, challenging and something different from 6v6, which is unappealing to a lot of players for various reasons (though personally I like it).
2. Make the system create more scenarios, rather than bigger ones.
The more scenarios that are being created, the more variety the players will encounter in terms of opposition. RoR's small playerbase is the source of many issues, and by creating more scenarios with fewer people, it is alleviated.
When the same team is dominating every scenario, it makes people quit. "Killing the queue" as we call it.
I realize this suggestion is at odds with point 1, but should also be seen in relation to point 3 that follows. Assuming a 12-man isn't the only group queueing, a system that tries to create more scenarios will at least provide the possibility of getting matched against different opposition. The problem of one-sided stomps isn't solved, but at least there's a higher chance of meeting different opposition every match.
3. Introduce non-ranked 6v6 scenario modes.
Some devs here mistakenly believe that Ranked failed because players are not interested in a challenge. This is nonsense. Literally every player I know wants a good fight above anything else, but since good fights are exceedingly rare and hardly rewarded, many will go for the next best alternative which is one-sided stomps in their favor, which also yield more rewards.
The reason Ranked failed is because:
A. Ranked lacked the playerbase to alleviate the issue I have named under point 2,
B. It failed to provide new players the vital stepping stones to get on the appropriate level,
C. It failed to provide positive incentive to overcome the hurdles under A and B,
thus ensuring the most important problem, point A, could never be resolved.
Non-ranked 6v6 scenarios, both solo q and grouped, should have been in the game since the launch of Ranked. They should have rewards higher than regular scenarios (and 6v6 higher than solo q), but lower than actual Ranked.
Prior to Ranked there was a test done with 6v6 scenarios, which I believe were solo q only. This was an excellent place to learn, and the place where I personally was introduced to the dynamics of 6v6 that I had never encountered in regular play. The cherry ontop was that it gave good rewards so not only was I learning the game, I was also speeding up my character progress. (Positive incentive, write that down, devs)
This should be re-introduced to the game.
Thanks for reading,
Caduceus
Just some straight-forward proposals to improve scenarios. Please read until the end, because the proposals should be understood in relation to each other.
1. Make it possible to queue for scenarios with the maximum numbers of players allowed in the scenario.
If a scenario holds a maximum of 12 players, make it possible to queue with a 12-man warband.
There's nothing more frustrating and demotivating than putting in the effort of getting a 6-man together, only to be greeted by double premades while the other group on your side is comprised of only pugs without healers. It's an instant loss. It's not fun. It's a waste of time.
I know some devs mistakenly believe that people don't group up out of laziness. No, this ^ is the reason. It simply doesn't pay off.
Letting players queue with more than a 6-man would open up new avenues of play like 12v12. Relatively accessible, challenging and something different from 6v6, which is unappealing to a lot of players for various reasons (though personally I like it).
2. Make the system create more scenarios, rather than bigger ones.
The more scenarios that are being created, the more variety the players will encounter in terms of opposition. RoR's small playerbase is the source of many issues, and by creating more scenarios with fewer people, it is alleviated.
When the same team is dominating every scenario, it makes people quit. "Killing the queue" as we call it.
I realize this suggestion is at odds with point 1, but should also be seen in relation to point 3 that follows. Assuming a 12-man isn't the only group queueing, a system that tries to create more scenarios will at least provide the possibility of getting matched against different opposition. The problem of one-sided stomps isn't solved, but at least there's a higher chance of meeting different opposition every match.
3. Introduce non-ranked 6v6 scenario modes.
Some devs here mistakenly believe that Ranked failed because players are not interested in a challenge. This is nonsense. Literally every player I know wants a good fight above anything else, but since good fights are exceedingly rare and hardly rewarded, many will go for the next best alternative which is one-sided stomps in their favor, which also yield more rewards.
The reason Ranked failed is because:
A. Ranked lacked the playerbase to alleviate the issue I have named under point 2,
B. It failed to provide new players the vital stepping stones to get on the appropriate level,
C. It failed to provide positive incentive to overcome the hurdles under A and B,
thus ensuring the most important problem, point A, could never be resolved.
Non-ranked 6v6 scenarios, both solo q and grouped, should have been in the game since the launch of Ranked. They should have rewards higher than regular scenarios (and 6v6 higher than solo q), but lower than actual Ranked.
Prior to Ranked there was a test done with 6v6 scenarios, which I believe were solo q only. This was an excellent place to learn, and the place where I personally was introduced to the dynamics of 6v6 that I had never encountered in regular play. The cherry ontop was that it gave good rewards so not only was I learning the game, I was also speeding up my character progress. (Positive incentive, write that down, devs)
This should be re-introduced to the game.
Thanks for reading,
Caduceus